202,065 Commits over 4,171 Days - 2.02cph!
muzzlebrake/muzzleboost first pass
broken implementation of attachments coming off weapons
UnitCollection null check
Arid biome + tod + spawn stuff
broken item mods fall off weapon into player inventory
SetDestination now takes perception of target into account for the combat mode.
Added GetRandomDecision to DecisionMaker.
MakeDecision now takes a diversion_from_best value, if not 0 we use the random decision getter.
Added FSM.
Started on FSM impl for Breeding Group.
Tweaked a bunch of AI data weights
Added sparks to fire particle fx
Fixed bad scale on FX prefab
Commented out Smartobject subscription count balance tracking in Squiggle.
Goal and Goal Plan's MakeDecision calls now randomly picks among the best decisions diverting at most from best decision by a score of 0.1
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Improved fleeing behaviours based on diet and threat level
fixed testmap issues. Added shit window selection, etc.
Allow mathematical matproxies to execute & override entity alpha/color modulation during queued rendering
Building Structure - Water tower - COLs & Prefab update
Dungeons backup
Building Structure - Water tower collision adjustments
LOD Distance adjustments for iconic structures
Renamed CameraModule.ParentCamera to PlayerCamera for clarity
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FOR FUCK SAKE cleanup unused slope prefab
Renamed Internal-PrePassCollectShadows to Internal-ScreenSpaceShadows to match built-in change
Fixed revz screen-space shadows
GetAverageGroundHeight based on Target rather than ParentCamera for less awkward camera control.
FOR FUCK SAKE factory models
FOR FUCK SAKE factory prefab
FOR FUCK SAKE removing old ssao solution and replacing its reference by amplify occlusion in the ShaderQualitySetting.cs
Satellite Dissh and Sphere Tank updates
moving LOD component of older models to renderer LOD
made ready to place prefabs out of them
Forgot this ladder prop prefab
Ease on Y axis for the LookAt vector to move slightly more smoothly on the vertical axis.
Weapon mods can add offset to weapon stats (as well as scale them)
Fixed weapon hip aim cone parameter being ignored (always 1)
Fixed that only the first weapon attachment was receiving the weapon aiming state
DistanceConsideration checks for senses data before making any of it's own distance calcs, also gates use of pathfinding distance calc by a min distance
Improved SetDestination RunImplementation use of perception data, cleaned up a bit
Fixed some issues with VisualFX and made play/stop better
Slight increase in size to the prevent building zone of Airfield, Dome, WTP
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
GitSync - TTT changes + DListView/DPropertySheet update
Hopefully fixed SetDestination bug
Fire related goals consider all fires equal, no longer filter by specific data id
GitSync - more miniscule panel changes - DListView SetPaintBackgroun fix & DMenu.AddSpacer now uses skin for paint